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Topics - avilmask

#1
Releases / [1.0] Common Sense - basic AI tweaks
March 20, 2019, 10:41:51 AM
Links for Common Sense 1.1.4 Mod: Steam Workshop | non-Steam GitHub


Description:

Idea of this mod is to optimize some basic behaviors of colonist AI.


More visual examples on Steam page.

All behaviors, introduced in the mod, are optional and can be disabled right in the middle of on-going game.
This Mod supposed to be safe to install and uninstall whenever. But in rare cases some pawns can glitch out and freeze in place. Just draft and undraft them to reset their AI.

Highlights:
- fulfilling outdoors need. I didn't add any new recreational actions, instead I've tried to give colonists joy sources that they could perform outdoors. So if you have unique sources of joy, that placed "outdoors" ("unroofed" doesn't count as outdoors), colonists will prioritize them if they need some fresh air;
- when colonists are set to use drugs when their happiness is at set level, they often can take 3 or 4 dozes of a drug before their mood finally reaches a threshold (because mood doesn't recover instantly). This mod can prevent pawns from overusing drugs, taking into account potential mood growth;
- you can prevent pawns from stacking bad food (i.e. made of gross or inappropriate ingredients) with normal one, keeping it separate. Optionally you can allow ingredients that isn't "humanlike meat";
- colonists can take an opportunity to clean a room before operating a building. For example, going to sleep (yep, it counts as operating a building), or researching;
- colonists can clean rooms after tending to a patient. They don't do that if they have other jobs in queue (to prevent them from wasting time when they're queued to tend a couple of patients, or whatever else you could force them to do right after tending someone);
- colonists can switch to hauling if ingredients, that they're supposed to take for crafting, are not in a stackpile. It's useful if you don't like when your pawns pick that 10 pieces of steel in the middle of nowhere, instead of hauling 75 of it to the stockpile. Items, that have max. stack size of 1, don't count (ex. stone chunks);
- colonists can clean the room in between hauling to the crafting place and actual crafting, to save time;
- colonists can pick up all required ingredients all at once, and bring them to the crafting place, to save time;
- since for "picking up all at once" I had to make some simple inventory management mechanics, I've also made an option to manually mark items for unloading, so you can "ask" pawns to haul items from their inventory to the closest stockpile, as an alternative to dropping it on the ground;
- pawns don't drop on the ground items, that they took from their own inventory into hands and was interrupted in the middle of an action (no more dropping meals on drafting intensities);
- pawns can learn to stop taking more sweets than they can eat (no more unfinished chocolate in random places);
- pawns can prioritize close to spoiling ingredients over fresh ones, so none will go to waste;
- pawns can prioritize spoiling healroot and corpses (for butchering :P). The same reasoning as for ingredients;
- colonists will prefer finishing off the meals that gonna spoil soon. The closer meal is to spoiling, the more likely they're to chose it. Though colonists not gonna chose a simple meal, made of insect, over normal lavish meal anyway. It's under the same option as prioritization of ingredients.
- if colonist is on sleeping schedule, but can't sleep for some reason, he will act like he's on recreation;
- after topping off recreation, pawns will not try to take recreational activity until it's down to 80%;
- when on recreation, pawns will try to take spare meals and fill hygiene needs (with "dubs bad hygiene" mod on);

Non-AI changes (that probably gonna be separated into new mods soon):
- show full list of ingredients, allowed in a recipe, instead of vague "ingredients" (modded in "special recipes" usually look like "you need 1 ingredient, 1 ingredient, 1 ingredient and 1 ingredient);
- add random ingredients to randomly generated foods. Just for flavor. Because it's funny to wonder, where the hell did you get that simple meal, made of yorkshire terriers. Random meals never use "bad" ingredients, so they're safe.

Alright, no further plans for now.

Known incompatibilities:
- there's one problem with GiddyUp mod if cleaning before doing a job is enabled. Have now clue why (yet, I'll be looking into it), but mounted animals don't get released properly and stand around until get a command or something like that;

Mod powered by Harmony.
Chinese translation by chrisxlite;


Links for Common Sense Mod: Steam Workshop | non-Steam GitHub
#2
Help / Object redeclaration
October 03, 2016, 09:10:39 AM
I started to learn making MODs, and everything concerning XML is pretty easy. But one thing kept bothering me all they way I was reading manuals and sources of MODS. And looks like it's a main issue, which causes most MOD incompatibilities and compatibility patches. Is lack of object self-redeclaration. It means you can't redeclare the same object with the same name, inheriting all object's properties, and modify only one-two of properties. For example, EPOE redeclared all vanilla prosthetic recipes under "VanillaSurgery" abstract group, as well as all items. And I, myself, tried to add a vanilla simple prosthetics to machining table under special research. I had to make a "full" declare of simple prosthetics, which automatically makes my mod incompatible with any other mods that had to do the same, but for different reason. It's quite wide issue, and I'm sure a lot of MODers already thought about that, and suggestion was made long time ago, maybe even not once. Is there something essential I don't understand? Is it hard to invent for some reason?
#3
Ideas / Prosthetic surgery tweaks
September 28, 2016, 01:34:03 PM
Preamble
17lvl doctor attempting to install a simple prosthetic arm using medicine, hospital bed and monitor. He installed 4 another body parts already, he knows his things, but he fails anyway, and your face like o____________o .
And all paws can use their prosthetics right away, like they always had it.

My suggestion is about giving prosthetics a bit more depth (and realism).
First of all, failing to install prosthetics shouldn't be a thing if you have a skilled doc and good tools. Threshold for fails should be halved, but surgery should have consequences. It means installment can result in couple of injuries, maybe even scars (basically, result of failed surgery, but without broken implant). The more skilled doctor are, the lesser aftereffects are.
Second thing is post-installment treatment. Newly installed prosthetics can provoke infections, skin irritation, allergy. Pawns shouldn't be able to use them at full potential right away, new prosthetics can be REJECTED by body, give pains and such. And doctor could help pawns to get over this.

Also I want a new drug "painkillers", which only purpose is getting rid of pains. It's on side note. And simple prosthetics be craftable, too.